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    2 kismet ?'s

    1: I have triggers setup to make you drop the flag just before u enter the teleporters. Works on me, but bots notta. can i set it to work on bots also?

    2: Probably over my head but, how do u make the lvl like change color or flash quick ( like on Yard-SE) when someone lets say picks up a shield belt?

    #2
    Originally posted by Fibbes View Post
    1: I have triggers setup to make you drop the flag just before u enter the teleporters. Works on me, but bots notta. can i set it to work on bots also?
    Sorry didn't know console commands don't work on bots.

    Found another way to do this. Instead of dropping the flag you can disable the teleporter if you are carrying the flag.

    [SHOT]http://i4.photobucket.com/albums/y119/ZooT32/teleport.jpg[/SHOT]

    The trigger and the ??? object are the one's you where using before.

    The target for the Change Collision nodes is the teleporter. Select the teleporter > right click in Kismet > select New Object Var Using UTTeleporter.

    The change collision node connected to the No Flag output needs bCollideActors ticked.

    Also this way you can disable teleports depending on what colour flag you are carrying with the Flag Base (optional) input on the Is Carrying Flag node.


    Originally posted by Fibbes View Post
    2: Probably over my head but, how do u make the lvl like change color or flash quick ( like on Yard-SE) when someone lets say picks up a shield belt?
    This can be done by toggling on and off quickly a post process volume.

    Put a post process volume around your level or where you want the effect to be seen.

    Set the effect you want. I tried setting Scene MidTones to X0.2 Y0.2 and Z0.2 for a white effect. Scene InterpolationDuration is the fade time so it needs to be 0 for a flash.

    Or play around with it to get another effect.

    Un tick bEnabled.

    [SHOT]http://i4.photobucket.com/albums/y119/ZooT32/Post.jpg[/SHOT]

    Select the shield belt pick up > right click in Kismet > select New Event Using UTArmorPickup_ShielBelt_01 - Pickup Status Changed.

    The target is the post process volume variable.

    The delay is set really low like 0.01.

    You can't put the finished of the delay into the turn off on the first toggle because it will loop and stay on so you need a second toggle to turn it off.

    With another post process volume you can flash a different colour when the shield belt is available with the "Available" output on the pick up node.

    You could also play a sound through out the level if you want. Like when the invulnerability is picked up in DM-Fearless.

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      #3
      check the triggers soon as i can , the the post procces thing isn't working nothing flashs. Thou when i go into post process volume 0 and recheck bEnabled the game starts in the color i set (yellow) but when i pick up the belt it turns the yellow off like i uncheck the bEnabled. does that help? Heres a PIC of my sequence. http://gallery.filefront.com/Fibbes//878412/

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        #4
        Did you set Scene InterpolationDuration to 0 in the post processing volumes properties?

        It is a fade in and out, because it is on for such a short time it hasn't faded in yet.

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          #5
          Ok, didn't have the 0 set. Works great now. Thank you very much you've been great help.

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